Yep , i think so
And to make it complete : you also need to 'define' wich faction owns the port , so they get the penalty for the port blockade
I'd define the factions like this :
Code:
script
declare_counter port1
declare_counter port2
; ... so on for all factions
if I_SettlementOwner 'Settlement' = hre
set_counter port1 1
end_if
if I_SettlementOwner 'Settlement' = france
set_counter port2 1
end_if
if I_CompareCounter port1 = 1
and I_CharacterTypeNearTile 'faction' admiral 1 , x, z
console_command add_money hre -1000
end_if
wait_monitors
end_script
Or :
Code:
script
declare_counter port1
; ... so on for all factions
;; Setup for each faction
if I_SettlementOwner 'Settlement' = hre
set_counter port1 1
end_if
if I_SettlementOwner 'Settlement' = france
set_counter port1 2
end_if
;; Comparing wich faction has the port
if I_CompareCounter port1 = 1
and I_CharacterTypeNearTile 'faction' admiral 1 , x, z
console_command add_money hre -1000
end_if
;; Comparing wich faction has the port
if I_CompareCounter port1 = 2
and I_CharacterTypeNearTile 'faction' admiral 1 , x, z
console_command add_money france -1000
wait_monitors
end_script
This would be one very long script
Ah , damn , AL was ahead of me